fallout 2 strategies & secrets (sybex) · 2016. 4. 1. · table of contents energyweapons 54...

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MauhewJ Nor\on bimiil:bi£S ^S£I:J11:1S E<tsential SVtavegiei^' and over^ 100 Maps- Siraighv from One of the Game’s Lead Designers!! The only OFFICIAL Guide from

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  • MauhewJ Nor\on

    bimiil:bi£S^S£I:J11:1S

    E

  • i ns!mm . mi m/tftun

  • Associate Publisher

    Contracts and Licensing Manager

    Acquisitions and Publications Manager

    Managing Editor Game Books

    Editor

    Proofreader

    Book Design

    Book Production

    Production Assistant

    Cover Designer

    SYBEX is a registered trademark ofSYBEX Inc.

    Strategies &. Secrets is a trademark ofSYBEX Inc.

    FALLOUT 2: A POST-NUCLEAR ROLE PLAYING GAME: ©1998 Interplay Productions. All rightsreserved. Fallout, Interplay, the Interplay logo, Black Isle Studios, the Black Isle Studios logo, and “By

    Gamers. For Gamers.” are trademarks of Interplay Productions. All rights reserved. All other trademarks and

    copyrights are properties of their respective owners.

    TRADEMARKS: SYBEX has attempted throughout this book to distinguish proprietary trademarks fromdescriptive terms by following the capitalization style used by the manufacturer.

    The author and publisher have made their best efforts to prepare this book. The author and the publishermake no representation or warranties of any kind with regard to the completeness or accuracy of the contents

    herein and accept no liability of any kind including but not limited to performance, merchantability, fitness

    for any particular purpose, or any losses or damages of any kind caused or alleged to be caused directly or

    indirectly from this book.

    Copyright ©1999 SY^EX Inc., 1151 Marina Village Parkway, Alameda, CA 94501. World rights reserved.No part of this publication may be stored in a retrieval system, transmitted, or reproduced in any way, includ-ing but not limited to photocopy, photograph, magnetic or other record, without the prior agreement and

    written permission of the publisher.

    Library of Congress Card Number: 98-87284

    ISBN: 0-7821-2415-1

    Manufactured in the United States ofAmerica

    10987654321

    ROGER STEWART

    KRISTINE PEACHY

    DAN BRODNITZ

    TORY MCLEARN

    RONN JOST

    ANDREA POX

    MUELLER DESIGN INTERACTIVE

    WILLIAM SALIT DESIGN

    LISA LUSK

    CALYX DESIGN

  • To my wife, Monica, for her love, wit, and inspiration.

    And to my parents, who deserve special mention for putting up with the dice, figures,

    and weird books for all those years.

    Also, to the team ofFallout2 that made this all possible. Without their unflagging

    determination to make the best computer role-playing game ever, and the long hours

    devoted to making this dream a reality, none ofus would ever have been able to roam the liv-

    ing Wastes.

  • /4ciitt9€i(ACed^«H€*ttA

    Special thanks arc due to the people that helped to make this book, as well as the great game

    it describes, possible.

    I’d like to thank the Division Director of Black Isle, and my Co-Lead Designer onFallout 2, Feaigus Urquhart, for his vision and belief in the potential ofour team and our

    creation. Also, for ^ving us the time we needed to polish a very good game into a truly great

    game.

    Many ofthe people on the Fallout 2 team took extra time out oftheir hectic 16*hour

    days to help me get the information! needed to make this book possiblc.The DesignTeam,

    Chris Avellonc, David “Zeb” Cook,John Dciley, Dave Hendee, Colin McComb, Jason

    Suinn, and Feargus Urquhart each gave up valuable sleep in order tp go over the latest addi*

    tions to each oftheir areas. Jesse Reynolds, our Lead Programmer, deserves kudos for tire-

    lessly explaining to me just how the game engine really works. Our Lead Artists, Gary

    Plainer andTrameU“T-ray” Isaac, have earned my thanks and admiration for their help increating more art than should have been humanly possible for the game and for this book.

    Jason Suinn worked above and beyond the call ofduty in piecing together the fiiil-level

    maps for this book—as well as keeping track ofthe literally thousands ofmap revisions.I’d like to thank Marti Cadenasso for putting the wonderful, patient, highly skilled staff

    at Sybex and 1 together in order to create this book. Particular thanks to both Dan Brodnitz

    and Tory McLeam for their patience, teaching, and trust as we rode the creative roller-coaster together.

    My thanks to each ofthe sleep-deprived members ofthe Fallout 2 team here at BlackIsle Studios as well as Sybex for making a groundbreaking computer role-playing game, and

    a strategy guide that does itjustice.

  • 1PARTI: WELCOME TO THE WASTESCHAPTER 1

    CREATING THE CHOSEN ONEBUILDING CHARACTER

    Charisma Boy

    Combat Boy

    Stealth Boy

    THEM’S FIGHTIN’ WORDSGeneral Combat Tips

    Different Strokes for Different Folks

    HOWTO MAKE FRIENDS AND INFLUENCE PEOPLETown Reputation

    Karma

    CHAPTER 2

    HERE ABIDE MONSTERSAbominations

    Brahmin

    Dcathdaws

    Dogs

    Geckos

    Insects

    Rats

    Robots

    Spore Plants

    Turrets

    Wanamingos

    WASTRELS OF THE WASTELANDSTravelers

    Strangers

    Friends

    CHAPTER 3

    'THtnamWEAPONS

    Small Guns

    Big Guns A

    ..6

    ..9

    10

    11

    12

    13

    14

    17

    .19

    19

    21

    26

    26

    27

    .27

    .28

    29

    30

    .31

    .32

    .34

    .34

    .35

    .35

    .36

    .36

    .37

    .44

    .46

    .52

    •A

  • Table

    of

    Contents

    Energy Weapons 54

    Ihiarmed 58

    M416e Weapons 59

    Throwing Weapons 61

    ARMOR 62Leather Jacket 64

    Leather Armor 64Metal Armor 65Combat Armor 65Tesla Armor 66Power Armor 66

    CHAPTER 4

    'Darnysmtutwwein^sBETTER LIVING THROUGH CHEMISTRY ‘ 70

    Antidote 70

    Beer 71

    Booze 71

    Buffout 72

    Healing Powder 72

    Jet 73

    Mutated Fruit 73

    , Mentats 74

    Nuka Cola 74

    Psycho 75

    RadAway 75Rad-X 76Stimpack 76

    Super Stimpack 77

    Cheezy Poofs 77

    Tragic the Garnering™ 78

    USEFUL THINGS 78Tools 78

    Explosives 83

    Keys 85

    Reading Materials 86

    Ravioli, Reptiles, and Radscorpion Tails 88

    Junk 89

    UNIQJJE THINGS 92

    w

  • PART ft: TRAVELS OF THE CHOSEN ONE 102CHAPTER S

    ITHc dtoscnOne 700THE LEGEND 108AREA DESCRIPTIONS 110

    CHAPTER «

    'Strange'Mappcniwwgsana'DcspcraTc 'Beginnings ___ 777CLOSE ENCOUNTERS OFTHE RANDOM KIND 114SPECIAL HAPPENINGS IIS

    The Best of Times 116The Worst ofTimes 118

    ARROYO 119The Path of the Chosen One 120The Lay of the Land 121

    KLAMATH 123The Path of the Chosen One 124The Lay of the Land 125

    THE DEN 129The Path of the Chosen One 130The Lay of the Land 130

    CHAPTER 7

    77c#rnne«^ 'MiUBiitBes,nna^i^ixens 770

    MODOC 136The Path of the Chosen One 136The Lay of the Land 136

    VAULT CITY 140The Path of the Chosen One 140The Lay of the Land 141

    GECKO 146The Path of the Chosen One 146The Lay of the Land 147

    BROKEN HILLS ISOThe Path of the Chosen One 150The Lay of the Land 151

    V#/

    Table

    of

    Contents

  • Fallout

    2

    Strategies

    &

    Secrets

    CHAPTEB 8

    NEW RENO 156The Path of the Chosen One 156

    The Lay of the Land 156

    THE RAIDERS 167The Path of the Chosen One 167

    The Lay of the Land 167

    CHAPTER 9

    CMsns €an€t

  • THE ENCLAVE 228The Path of the Chosen One 1 228

    The Lay of the Land 229

    APPENDIX A

    Jt ofrtwUout:CHAPTER 6 AREA MAPS 240

    Arroyo 240

    Klamath 247

    The Den 254

    CHAPTER 7 AREA MAPS 256Modoc 256

    Vault City 264

    Gecko 269

    Broken Hills 273

    CHAPTER 8 AREA MAPS 276New Reno 277The Raiders 287

    CHAPTER 9 AREA MAPS 289The Sierra Army Depot 290

    Redding 295

    CHAPTER 10 AREA MAPS 301The New California Republic (NCR) 303Vault IS 306

    The Military Base 309

    Vault 13 312

    CHAPTER 11 AREA MAPS 315Navarro 316

    San Francisco 319

    The Enclave 327

    APPENDIX B

    t:Hc l/Sim/rCREATING SOME FALLOUT 334

    The Doodling in Your Head Stage 334

    The Spinning Wheel Stage 335

    The Trial by Fire Stage 336

    ix

    Table

    of

    Contents

  • 0n€€tiH^, 0»teHerding your vUjagc’s placid, two-headed cattle, called brahmin, in the drought-baked fields

    is dusty work. But when the village Elder summons you, that means rum—no time forcleanup. The rain spirits haven’t visited the village ofArroyo for seven years, and the drought

    has brought great hardship to your people. The despair you see in the face ofthe Elder as

    you enter her tent is deeply unsettling. As

    she stares at you so intently with those

    bright eyes—oddly out ofplace on herwizened face—you wonder why she hascalled for you.

    Truly, you are the Chosen One. It is to

    you that we turn as ourArroyo—our village,

    ourhome—fates its hour ofgreatest need In

    all theyears since our ancestor, the Vault

    Dweller,foundedArroyo, ourpeople have

    known hardship many times. But never before

    has our village sufferedso longaperiodof

    trial. The wells are almost dry, crops wither in

    thefields, the oldandtheyoung alike sicken, andourbrahmin are dying.

    We have one hope. Chosen One—an object spoken ofin the sacred text ofour ancestor. It is thebirthright ofourpeople, the Garden ofEden Creation Kit, the wondrous GECK. Only that can

    save us now.

    Listen Chosen, andI willtellyou a tale ofyourpeople, thatyou may learn thepromise ofthe

    GECK. Whenyour ancestor was castfrom the Vault ofthe Holy 13 over 80years ago, heandothers

    who would escape the tyranny ofthe Vault ofthe Holy 13 traveled north. For months theyjour-

    neyed, through the beast-haunted radioactive Wastes leflfrom the great bum in the beforetimes, to

    distance themselvesfrom the Vault. Finally, they came to afertile valley nestledbehind a deepgorge,

    ourArroyo. Here they settled, and ourpeopleprosperedon this land The Vault ofthe Holy 13, which

    yourpeople had lefl behind, was rememberedonly in the shrine ofyour ancestor. The Vault Suit, the

    holy Survival Guide, andother sacredartifacts were nearlyforgotten butforfesti-

    valdays.

    Now, though, things are different. Yourpeople suffer, andthe Elders have turned to the holy

    Vault Dweller's Survival Guidefor help in these dark times. The sacred text mentions the Garden

    ofEden Creation Kit—an amazing devicefrom the bejbretimes that can turn any land into an

    X

  • earthlyparadise. We cannot last much longer without the salvation that the GECKpromises.Although theHoly 13 abandonedour ancestor, they cannot turn their hacks on us now.

    You shallwear the mystic Vault Suit ofour ancestor with the holy '13'emblazonedupon itso

    that they will recognizeyou as the righful heir to thepromise ofthe GECK. You must travelthe

    Wastes tofindthe Vault ofthe Holy 13 andthen demand the GECK. This is the only way ourpeople

    mayyet be saved.

    Ibelieve inyou. Chosen One. However, others needevidence ofyour worthiness to be our emis-

    sary to theHoly 13. You must brave the Temple ofTrials toproveyourselfto those who wouldques-

    tion my choice tfyou as oursavior. Ihave no doubt thatyou willshowyourselfto be a worthy

    championfor our village. . .

    .

    Onceyoupass the Temple trials,you will needwisdom that only experience can giveyou. There

    is no timeforyou to learn all thatyou need to know onyour own, so I will togiveyou what help 1

    can. 1 have read the holy Vault Dweller's Survival Guide as wellas other tomes savedpom thepres

    ofthe beforetimes. Our village's own record, Book ofthe Elders, also containsgreat wisdom.

    When ourpeople's wisdom may helpyou, 1 will offer it. Our ancestors andI willguideyou as best

    we can.

    Fear not. Chosen One—the strength ofthe Vault Dweller runs strong inyour veins. Iknowthatyou shall notfail us. Your quest begins.

    —Steea/U ptam tit of tdc SieUna ' SeaaoK

    The sort of spiritual overview and guidance that the village Elder offers is both enlight-

    ening and inspiring. However, before your journey s through, you’ll need more practical

    advice than the Elder could ever give you. As one ofthe Lead Designers ofFallout 2, 1 want

    to make sure that you enjoy exploring the world that I’ve helped to create as much as I

    enjoyed maldng it. By reading this strategy guide, you’ll learn how to explore every nook and

    cranny of the postnuclearWastes—the what, where, and how, as weU as the why, thingswork the way they do.This book will be your backstage pass—an insight into not just thegame itself, but the thinking and design behind the game as well.

    ^ On^duUfecCTwo primary types ofinformation will keep you alive and kicking as you make your way

    through the game. In the first part ofthe book, you’ll find general knowledge about what it

    takes to survive in the world ofFallout2—which skills are going to keep breath in your body,which skills you shouldn’t bother with, as well as who and what you’ll find out there. The

    Xt

    How

    This

    Book

    Is

    Organized

  • How

    This

    Book

    Is

    Organized

    fr-

    second part ofthe book consists ofa guided tour through all of the areas that you’ll find in

    the Wastes. Each part ofthe world has its own set ofhazards—you’ll get a down-and-dirtypractical education about each one of them. Knowing who or what to see, what to ask, and

    when to keep your laser pistol handy will do more than just keep you alive—that knowledgeis your ticket to the salvation ofyour vill^;e and victory. The appendices feature detailed

    maps for every area in the game and an inside look at the making ofFallout 2.

    You’ll reap the greatest benefit by reading the whole book. However, ifyou need help in

    Just one area, each section stands on its own—you can turn to the appropriate chapter ofthebook to read the information you need right then and there. Here’s an over\dew ofthe way

    I’ve organized the book.

    Part 1: Welcome to the Wastes The first portion ofthe book covers the people, critters, and

    objects that you’ll find in the Wastes, as well as what you need to know to deal with them.

    Chapter 1: Survival Strategies Properly preparing yourself for your quest is halfthe battle.

    Chapter2: Dwellers ofthe Wastes It takes all kinds. Here’s where you can learn about the

    good, the bad, and the plain old ugly critters you may meet.

    Chapters: Needful Things Here, you’ll learn everything you need to know about all the

    weapons and armor—the tools that vtiU keep you alive in the Wastes.Chapter4: PrettyDam Useful Things There are many other useful items out there, and a lotofjunk, too.This chapter spells out which is which.

    Part2: Travels of the Chosen One The second part ofthe book features a detailed, area-by-

    area tour ofthe Wastes.

    Chapters: The Story ofthe Chosen One In this chapter, you’ll learn the optimal story line for

    the PC to follow through the game, but it's not the only one.

    Chapters: Strange Happenings andDesperate Beginnings Strange things happen in the

    Wastes. This chapter covers the random encounters you may have along the way and your

    first three destinations: Arroyo, Klamath, and the Den.

    Chapter?: Mutants, Hillbillies, and Citizens The next towns on your tour—Modoc, VaultCity, Gecko, and Broken Hills—are full of unusual folks.Chapters: Bright Lights, Big City The lights arc up and the battery’s down in “the biggest lit-

    tle city in the world.” Areas: New Reno and the Raiders.

    Chapters: Guns and Gold A forgotten army post and a gold-mining boom town will keepyou busy here. Areas: the Sierra Army Depot and Redding.

    JC//

  • Chapter 10: BearOags and Burrows A new republic and buried secrets ofthe past haunt thispart ofthe Wastes. Areas: the New California Republic (NCR), Vault 15, the Military Base,

    and Vault 13.

    Chapter 1 1: To the Great Salt andBeyond By the sea, by the beautiful sea, mystery and peril

    abound. Areas: Navarro, San Francisco, and the Enclave.

    Appendix A:A World of Fallout This first appendix contains maps ofevery town and adven-

    ture area in the game. The maps follow the order in which the areas are described in the sec-

    ond part ofthe book.

    Appendix B: Inside the Vault Appendbc B covers the hectic, enjoyable, and often just plain

    wacky process ofmaking Fallout 2.

    Now move closer to the campfire, and I’ll tell you what it’ll take to save your villagefrom the grudgingjaws of the Wastes. Listen closely, young warriors, and you just may live

    to be old warriors....

    —Matt Norton, October 1998

    As we went to press, word came from the devel-

    opers that some of the weapon variables might be

    slightly tweaked at the wire. None of these

    changes will have any signficant impact on game-

    play or weapons balance, so in the interests of

    getting this book in the hands of the lucky folks

    who play the game the first weekend it's out, we're

    going to make the unual choice of running with

    what we have. In the off-chance that the numbers

    do shift a little, be sure to go to the Sybex Web site

    (www.sybex.com) to get the any and all updates.

    xiii

    How

    This

    Book

    Is

    Organized

  • PART ItWelcome to t

    Our young hunters and warriors have much

    to learn about the worldaround them. The

    Pastes are vastand unforgiving. Teaching

    will give our young ones knowledge, if

    they heedmy tired words, but only time

    will give them wisdom. I pray that the

    spirits give them the time they need.

    —SxeetjU ale Sea^la^Ole2S0tA SeaeoK

    w

  • ^P_ hera’s no prize for second place in Fallout2~eiti\6rr you learn howto move with the sand or you get buriedbeneath it In Chapter 1, I’ll showyou howto move with thesand—creating and building a successful Player Character (PC),

    W fighting effectively or avoiding combat altogether, and using TownReputation and Karma to your advantage.

    Most of the world is very different titan the village where you start

    your journey. You'll run into many strange creatures and, often, stranger humans. Chapter 2

    details all the monsters, humans, and near humans you’ll encounter in Fallout 2. To survive,

    you'll need to know what sorts of things you can scrounge up or, better yet, take from those

    strangers. There’s a lot of junk, but you’ll know where to go to get the good stuff—the Kernsthat will keep you alive and dangerous. Chapter 2 covers the essentials—weapons and

    armor. Chapter 3 describes the rest of the items in the game, including the drugs.

    You'll become a lean, mean, village-saving (maybe even world-saving) machine. If you

    remember to listen closely and learn what I have to tell you, your success is as certain as

    the promise of the GECK's salvation.

  • / have noticed that those ofour tribe who would

    travelbeyond the Great Bridge ofour village share

    similar qualities. Theyseekpaths beyond the trails

    trodden from village to pasture, and to fieldand back./

    More than that, those restless souls that survive and

    return to us seem to have an inner focus that gives

    them strength in time of need. This focus, Iam con-

    vinced, is what separates those who return to us from

    those who return only to the bosom ofour ancestors.

  • 0 getthe maximum enjoymentfrom playing

    Fallout2, iO\i need to create the best possible

    character. When I say best, I don't mean the best in

    terms of the game, I mean the best in terms of your own

    preferences in gameplay and problem solving. Some players

    enjoy shooting their way through problems, others want to sneak

    around them, and still others would like to talk their way out of a jam. We've

    worked hardto make sure that there are almost as many ways of doing

    things in the Wastes as there are in the real world. So, there are quite a few

    ways to make the best character. This chapterwill help you make the char-

    acter who's best for you, no matter which style of play you enjoy most.

    I’ll explain howto create a great character and howto nurture your bud-

    ding hero through those rocky firstfew

    levels. A good understanding of com-

    battactics is also vital to your charac-

    ter's survival, so I'll go over the

    strategies that will enable you not just

    to survive, but to conquer. All the may-

    hem that you'll learn to effectively cre-

    ate will influence the way other

    characters react to you. So, the final

    thing that I'll explain in this chapter is

    how and why people in the game react

    to your character the way they do.

  • Chapter

    1:

    Survivai

    Strategies

    Me OtteUnlike many other role-playing games, Fallout2 has no rigidly defined character roles. You

    can easily design a beginning character to do a little bit ofeverything—although they won’tdo anything particularly well. For the Player Character (PC) you create to survive, you’ll

    have to specialize in a few key Statistics (Stats) and Skills. Later on, once you’ve acquired a

    bit ofexperience, you’ll be able to branch out and gain expertise in other sluUs.

    Although you have the freedom to create almost any sort ofcharacter that you want, we

    designed the game with three types ofcharacter in mind. Each ofthe three types is defined by

    the way they go about doing things and solving problems. Each is built to excel at one style of

    play. Narg is a simple-minded combat machine. Mingan is a well-balanced characterwho

    relies upon stealth and stealing (see Figure 1.1). While Chitsa has weak combat skills, she can

    use her high Charisma and communication skills to influence people (see Figure 1.2).

    Charisma Boy—Personable and well spoken, he can convince others to seethings his way.

  • Combat —He can kill everyone or everything that stands in his way. Asdetailed below, there are also two subsets to this category, Short Range and

    Long Range Combat Boy.

    Stealth Boy—He can sneak by or around any obstacle.

    M**)!*? »fht« Mta

    In **•« cnkifM* «f IwvtriT^imT ju»*»!%.rr«t«n IM* l*Brnn< tndMi artb 0*1 ef

    Chitsa relies on

    her power of

    persuasion.

    CHAP'V'TER ^E‘.ECT!*)N

    'XAK *rTF'~Figure 1.2

    We designed the majority ofquests in Fallout2 to have more than one solution. Havinga variety ofpossible solutions makes for a more entertaining and realistic gameworld. In real

    life, there is rarely only one way to skin a cat.When the development team constructed thegame quests, we asked ourselves, “How would a stealthy character solve this quest,” or

    “Could a character conceivably talk their way through here?” Since Fallout's mascot charac-

    ter is the Pip-Boy, we started to refer to each ofthe three types as an A-Boy of the appropri-

    ate type.

    You can, ofcourse, create a successful female character in Fallout2, but Pip-Person (and

    by extension, Charisma Person) just didn’t sound that good.

    Here's an example ofour thinking when we constructed the game. Suppose some

    Raiders have kidnapped a child.

    Charisma Boy could convince a wavering guard to free the tyke, using the argu-

    ment that children just shouldn’t be used as hostages.

    Creating

    the

    Chosen

    One

  • Chapter

    1:

    Survival

    Strategies

    Combat Boy could solve the quest by attacking the bandits and killing all who

    stand in the vray of freeing the child.

    Stealth Bey could sneak into the camp, pick the lock of the child’s cell, and get

    away without any of the bandits noticing.

    What makes one type ofcharacter different from another are the Statistics and Tag

    Skills that you select when you create your PC. Stats will not change over the course ofthe

    game, and, as alluded to earlier, you don’t have enough extra stat points to do everythingwe]!,

    so choose these carefully. Skills that areTagged can improve at twice the speed ofun-Tagged

    skills. When you create your character, you are allowed only three Tag Skills. You won’t get

    any moreTag Skills later on, nor are you allowed to reselect yourTag Skills once you start

    playing. Therefore, the Stat andTag Skill choices you make during character creation will

    determine your style ofplay for a large part ofthe game. Use the information in Table 1.1 to

    make the best choice of Stats andTag Skills for your PC.

    Table 1. 1: Styles ofCharacters

    1 PCTYPE STRENGTHS SUGGESTEDSTATS

    SUGGESTED 1TAG SKILLS |

    Charisma Boy Has the gift of gab; can

    talk their way out of orinto things; can gain

    many companions;shrewd sales skills makehigh profits

    Charisma 9-f

    Intelligence 8+Perception 7+

    SpeechBarter

    Outdoorsman orSmall Guns

    Combat Boy Good at both ranged andmelee combat; can fighttheir way past almostany obstacle

    Agility 8-r-

    Strength 8+

    Small GunsEnergyWeaponsMeleeWeapons

    Long RangeCombat Boy(Sniper)

    Can reach out and inflictpain from a distance

    Agility 8+Perception 8+LuckSf

    Small GunsBig GunsEnergyWeapons

    Short RangeCombat Boy(Martial Artist)

    Must get up close andpersonal to hurt others

    Agility 9-f

    Strength 84-

    Endurance 7-f

    UnarmedMeleeWeaponsSneak or First Aid

    Stealth Boy Prefers sneaking andfilching rather than

    open combat

    Agility 8-f

    Perception 7-f

    Intelligence 6-f

    SneakLockpick

    Steal

    I

  • Each type ofPC is equally effective, and different styles ofplay appeal to different sorts ofplayers. Ifyou like combat and revel in weaponry, create a Combat character. Ifyou prefer

    patiently sneaking around

    and out-thinking your

    opponents, a Stealth Boy is

    more your style. Ifyou pre-

    fer verbal fencing to the

    6pee, a Charisma BoyPCis foryou. You can build an

    almost infinite variety of

    successful male and female

    characters in Fallout!.

    Above all, you should pick

    a PC that you’ll enjoy play-ing the game with—thereis no single most-effective

    Don’t create a character with an

    Intelligence Stat lower than 4. A

    character with a lower

    Intelligence will talk and be

    treated like an idiot, and many

    quests and opportunities will be

    closed to them.

    type ofPC.

    Your character may eventually mature into a hybrid, but you’ll still solve problems using

    skills associated with one ofthe three basic types ofPCs (talking, fighting, or sneaking).

    Throughout the rest ofthe book. I’ll showyou the best way for each ofthe three PC types tosolve a problem. For quest solutions, both the Long Range Sniper and the Short Range

    Martial Artist fall into the category ofthe general-purpose Combat Boy archetype—they’reboth combat characters; their only difference is a distance preference.

    Once you’ve created yourperfect PC, you’ll need to know a few things to get them past

    those first few hazardous experience levels.

    Building a beginning character into a hero oflegendary stature isn’t something to take for

    granted. Your PC starts the game dangerouslyweak compared to most ofthe creatures thatlive in the Wastes.To survive, you must rapidly earn Experience Points (EPs) togoup sev-

    eral levels.Whether you’re a combat character or not, you’ll also want to get the best armor,

    weaponry, and healing supplies you can—it’s always a good idea to be prepared for theworst. Once you’ve made it to the third level, you can relax a bit because your PC is nowcompetent enough, and tough enough, to avoid instant death. However, you’ll never be able

    to let down your guard completely—the Wastes hold many perils for the unwary.

    Building

    Character

  • Chapter

    1:

    Survival

    Strategies

    Different types ofPCs gain

    EPs in different ways. To maximize

    your EP gain while minimizing the

    risk ofyourPC getting killed, youneed to play to your strengths. As a

    general rule, yourPC should dothe things that they do best to sur-

    vive. Here are some strategies for

    the three primary types ofPCs.

    This charmer needs two things

    to thrive: friends and informa-

    tion. You won’t get either unless

    you talk to people, so talk to

    .everyone. In many cases,just

    taUung to a Non-Player

    Character (NPC) and using your

    Speech Skill can earn your char-

    acter experience points, gifts,

    and other awards.

    Charisma Boy is weak in

    combat, but his pleasing person-

    ality convince people to fol-

    low him.These foUowen, or

    party members, are often much

    better suited to combat than

    Charisma Boy is. PCs can gain a

    number ofparty members equal

    to halftheir Charisma Statistic

    (from one to five companions).

    This allows Charisma Boy to

    surround himselfwith

    You may select two Traits

    when you create your charac-

    ter. Bruiser and Heavy-

    Handed are best for

    close-range combat types.

    Skilled and Gifted are good if

    you want a fast start, but your

    PC won't improve as quickly

    later in his career. The only

    Trait to avoid is Fast Shot

    this seems like a good Trait

    but it keeps you from using

    more accurate, and therefore

    damaging, attacks.

    When you're just starting out on

    your adventures you should save

    early and save often. Your begin-

    ning PC is fragile and it's less

    frustrating to load a saved game

    than it is to start over.

    70

    A/ote

  • bod}^ards to do his fighting for him. Charisma Boy needs informa-

    tion about what’s going on in an area so that he can figure outwhich

    NPCs are likely to respond profitably to his potent powers ofpersuasion.

    Ifyou build your Barter Skill to 100 percent, you will start to

    get close to receiring a fair value for goods you sell to merchants, i

    You should pick up everything you see and sell it to buy yourself ^all the trappings ofsuccess, such as better weapons, armor, and

    lots ofhealing medicine (known as Stimpacks).

    This PC should lull .things. In fact, he |i \should kill every nvarmint he sees. Don’t JJ ykill the people in your

    home village, but every|

    rat, wild dog, and small I V / I iscorpion you encounter I -f yshould be exterminated.

    | / \ JzjIt can be a bit tedious, Xbut cutting your combat / / \l 14teeth on inoffensive L yprey builds EPs safely,

    While you’re doing this,

    always keep a path open

    to the edge ofthe map, so that you can run for

    it ifyou take too much damage. Living to fight

    another day is far more important than killing that

    last critter.

    While all PC types should snaggood combat gear, since it’s your primary

    problem-solving method, it’s even morej

    important for Combat Boy to score 0some armor, firearms (or a

    Sledgehammer), and lots ofSrimpacks

    Successful PCs of all types col-

    lect whatever they find on a

    corpse. Even if you have no

    immediate use for an item, you

    can sell it to someone who does.

    Everything you find equals

    money in Fallout 2's economy.

    ^ if any friends are travellingwith you, load them up with

    —^ loot, just like two-leggedpack mules—they won't mind.

    BuUding

    Character

  • Chapter

    1:

    Survival

    Strategies

    as soon as possible. Later on down the road, you can buy these tools ofyour trade, but they’re

    more expensive than you can afford at first.The best way to equip yourself is to grab gear

    from recently deceased former owners. Helping reluctant owners to meet their ancestors also

    nets you some EI^, so you’re benefiting in two ways at the same time.

    When you’re just starting out, don’t get carried avray. Killing an isolated bandit guard is

    much more likely to be profitable than attacking the bandit chieftain in his own headquar-

    ters. Excessive brarado earns you nothing but an unmarked shallow grave in the Wastes.

    When you gain a level, spend all ofthe Skill Points you’ve just earned on a single com-

    bat skill. It doesn’t matter which combat skill you select as long as you don’t spread your

    points out over more than one skill. Once you get a combat skill up to 100 percent, you can

    afford to start improving other combat skills, but not before. Eventually, a Combat Boy

    should be highly proficient in at least two ofthe three gun skills (Small Guns, Big Guns, and

    EnergyWeapons) orboth Unarmed and Melee Weapons Skills.

    Stealth

    ^(Kf>

    .This sly devil does his

    best work when borrow-

    ing things fiom others

    usually without their

    knowledge or consent.

    Practicing your craft in

    civilized areas rather than

    trekking the dusty desert

    will prove much more

    profitable for you. Most

    townspeople carry some goods with them.You

    should lighten their burden and increase your

    purse at the same time. To use your Steal Skill on

    someone without as great a risk ofbeing spotted,

    swipe their things while you’re behind them.

    Snagging lighter items is safest because taking

    heavier items increases the chance that your quest-

    ing fingers will be detected.

    Always save the game before

    attempting to steal anything. That

    way, if you're spotted and an

    enraged merchant or the local

    constabulary gives chase, you

    can load your saved game and

    try again.

  • Shopkeepers keep most of their

    money end stock behind the

    counter, where it can't be pick-

    pocketed. Stealth Boy PCs can

    pickpocket (Steal) the items that

    shopkeepers carry on their per-

    sons, only to sell it right

    back to them for cash or

    better shop items. They'll

    never be the wiser for it

    One particularly

    effective Stealth Boy

    trick is to steal the

    weapons &om guardsthatyou may have to

    fight before engaging

    them in combat.This

    isn’t always easy, since

    guards arc more obser-

    vant than average

    citizens. However,

    dotting a disarmed

    opponent’s fists is likely to be less painful than dodging an armed opponent's bullets.

    You can also get into and out ofplaces by sneaking past guards using your Sneak Skill or

    opening up a back door using your Lockpick Skill. One ofthe first tools that you shouldacquire is a set ofLockpicks, and then a set ofElectronic Lockpicks.The Lockpick set gives

    you a bonus to open normal doors, while Electronic Lockpicks give you a similar bonus with

    high-tech, electronic doors (such as elevator doors and sliding doors). In Fallout!, a charac-

    ter’s ability to sneak and steal is «o/ diminished bywearing heavy armor, so you should wear

    the best protection you can find. Use your Sneak Skill to avoid combats, but ifyou are

    caught, remember that your character’s stats make you a good sniper as well as an effective

    sneak.

    There are many different ways to fight—some are a whole lot more effective than oth-ers, though. You’ll never get anywhere by bleeding foryour village—the idea is to makesome other poor schmuck bleed for theirs. The next section tells you how.

    No matter what kind ofPC you end up creating and nurturing, at some point you’ll have tofight. You can complete many ofFallout2'% quests without fighting, but to finish the game,you're going to have to kill someone else before they can kill you.

    The next section offers up general combat tips that apply equally to every kind ofchar-acter as well as more specific tips for each ofthe three types ofPCs.

    7

    Them's

    Fightin'

    Words

  • These strategies cover a wide variety ofsituations since no two combats are exactly alike.

    However, ifyou remember some basic advice, you’ll be more likely to be the last one stand-

    ing after a firefight.

    Preparation, No ExcusesBe ready for combat at all times. Many PCs have been lost because they didn’t prepare for

    battle—don’t be one ofthem. You should always have a fully loaded weapon in one hand andanother useful combat item in the other. Stimpacks, a different weapon, or even grenades

    make wonderful second-hand items to carry into combat. Most ofthe citizens in Fallout2

    understand that danger is always nearby, and they won’t take special notice ifyou walk

    around with a weapon ready. Ifthey do, just switch the weapon to your other hand (item slot

    two)—they’ll leave you alone.

    Terrain, Your Lifesaver

    Use the terrain on a battlefield to your advantage. There are two vrays to use terrain: as cover

    and to divide your enemies. Using terrain as cover can be as simple as ducking behind a wall

    after you’ve made an attack, or as elaborate as opening and closing a door—the idea is tokeep something between you and them. Ifyou can’t block all ofyour enemies by seeking

    cover, block some ofthem. You are a match for almost any one enemy, but groups ofattack-

    ers can tear you to ribbons. In any case, the fewer people that can attack you, the better.

    Terrain can be used to divide your attackers as well, forcing part ofan attacking force

    into combat so you don’t have to face all ofyour opponents at once. The best way to divide

    your opponents is to lure one group ofattackers toward you and then duck back the other

    way before another group can get to you. This method works especially well when your

    attackers are all trying to pile through a doorway to reach you—because they have a limitedarea from which to deploy. This technique is easier ifyou have more Action Points than your

    opponents, but it can be used even by slow PCs because enemies always, predictably, move

    toward the last spot where they saw or heard you. In general, moving around while you’re in

    combat is a good way to spread out your attackers.

    IfyourPC is a close-combat PC, you’ll have an even greater need to use terrain. You

    must use the lay ofthe land to keep from being riddled with bullets while you close with

    your enemies. Get near your foes before you even start combat and then close with them

    quickly. Some ofyour enemies may take a potshot at you while you use your fearsome fists

    7

  • and Ripper-blade on their pals, so try to fight in areas that have some cover from long-range

    gunfire (for example, inside rooms in buildings).

    Distance Is Your Friend

    Sure, reaching out to touch someone is nice. But for everyone other than a Martial Artist,

    once you’ve got a few levels ofexperience under

    your belt and you’ve brought one ofyour gun

    skills up to 100 percent, you are a better marks-

    man than almost every foe in the Wastes.

    Longer ranges decrease your chance to

    hit an opponent—however,they also decrease their

    chance to hit you.

    At longer ranges, you

    still have a good chance to hit your foe because

    your gun skill is higher than theirs, while their chances to hit you have dwindled to almost

    nothing. This is especially true ifyou have any sort of rifle—enemies with pistols or othershort-range weapons will have to close with you to have any chance ofhitting. Strike from

    long range and keep moving back so that your foes can’t get any closer to you.

    Nighttime Is the Right Time

    Darkness makes it more difficult to see and shoot things at

    a distance. Picking offyour enemies is easier iftheir friends

    can’t see what’s happening in the darkness, though, due to

    your relative superiority when it comes to night vision.

    Since darkness increases the ranged-attack penalties

    for everyone, nighttime is a wonderful time to go sniping

    it’s also the best time for close-combat PCs to stage

    assaults, since they won’t be as easy to shoot before they get

    close enough to attack. Ifyou’re the shooter, you’ll have the

    same advantages that long-range combat gives you in day-

    time, but since it’s dark, you won’t need to be so far away.

    Them's

    Fightin'

    Words

  • Aim Once, KillTwice

    Groups of enemies all packed together cry out for

    automatic weaponry and explosives to be used on 0 aLthem. Enemies that have to move through a doorway

    to get to you will often bunch up just before the doorway. ^This is an excellent time to use the grenade thatyou keep in ^^—4 i

    |

    your second hand. Ifyou have aweaponcapableofautomatic \ I|

    \

    fire, you’ll be able to waste at least two enemies in a row, and per- XmA

    With Grenades or a Rocket Launcher, aim at a target in the / \

    centcrofthegroup.Evenifyoumissyourselectedtaiget,the L J \ Jblast \vill still catch someone. With auto-fire weapons,

    choose a target that’s second in linc.Thatway, the enemyjust in front ofyour target has a

    chance to be hit by a few rounds as well. Spread the love around—there’s enough for all.

    Caiiing Aii Shots

    Once yourPC has a 100-percent attack skill, it’s lime to start using a mode known as a

    Called or Targeted Shot. You can use a Called Shot at any skill level, but it’s most effective if

    you’re already at 100 percent with the weapon you’re using. A Called Shot takes moreAction Points thana normal attack, and you have a lower chance to hit, but ifyou do hit, the

    effects are devastating. With a Called Shot, aim for the eyes and the groin. Eye shots have

    one ofthe lowest chances to hit, but ifyou do hit, the increased damage and chance ofan

    outright kill make it well worth it.A Called Shot to the groin will usually inflict more dam-age than a normal shot, and it can both stun and knock dovm your opponent—oh, that’sgotta hurt. This move is a good second choice ifyour chance to hit the eyes is too low to be

    effective.

    RunAway!No matter how skilled you are in combat, a time will come when retiring from the fray is the

    better part ofvalor. Remember that anyone you’ve already killed will stay dead. It’s better to

    leave, heal, reload, and come back fresh and ready than to stay and die,

    The best way to leave combat is to leave the map on which the fight is taking place.

    Before you enter combat, try to remember where the exit hexes arc so that you can bug out if

    you have to.When you are damaged to the point that two more attacks will kill you, it’s time

    to leave—take offearlicrifyou’re fighting multiple attackers. Just cut and run for the exit

  • grid, putting cover between yourselfand your pursuers ifyou can do so withoutgoing too far

    out ofyour way. The more hexes between you and your enemies, the better, since each extrahex ofdistance drops your foe’s chance to hityou significantly. Again, distance is your friend.

    Some seek combat, some are bom to combat, and still others have combat thrust upon them.At some point in the game, every characterwU have to fight. The foUowing secdon lays outcombat strategies that are specific to each type ofcharacter.

    Charisma BoyThis sweet talker is a lover not a fighter. Your best survival tech-

    niqueis to findNPCs thatwillaccompanyyouanddo ViJmuch ofthe fighting for you. However, you won’t be

    able to stay completely out ofharm’s way. You’ll still"

    need to wear the most effective armor that you can get u7 ^your hands on. Your high Barter Skill should help you to ^*1/ AySTtrade for this. You also need to acquire an effective weapon.

    Without many Action Points, two types of

    weapon will work best for you. The first is any weapon ,

    vnth an Automatic setting (i.e.. Submachine Guns, ^ ^ wAssault Rifles, and Gatling Guns); the second is a

    I ||

    I

    Large weapon such as the Rocket Launcher. Using

    weapons like these gives you the most firepower for your limited number ofAction Points. Justbe careful not to catch yourcompanions

    with fnendly fire fiom these big-bang Cvf^

    Combat BoyIfcombat is your life, a couple of

    techniques will work well for you.

    Ifyou're armed with a long-range

    weapon such as the Hunting Rifle or

    Them's

    Fightin'

    Words

  • Chapter

    1:

    Survival

    Strategies

    Laser Rifle (ifyou’re a Sniper, you definitely should have one ofthese), stand offat a distance

    and plink it your foes. Usually, your higher weapon skill, especially with a high Perception

    Stat, will give you a much higher chance to hit your enemies than they have ofhitting you.

    In fact, ifyou’re far enough away, you maybe able to shoot enemies without them beu^ able

    to see you to return fire.

    Ifyou prefer short-range combat (as the Martial Artist-type character does), you’ll need

    to get in close quickly, and stay there until all ofyour foes are dispatched.

    Stealth Boy

    You can cither sneak directly past guards or eng^e in more dangerous combats. You can also

    search for a different route, fi’ee from people who would do you harm. Often, your ability to

    pick locks will give you a back way into an

    area. Sometimes, however, fighting is

    unavoidable. Stealth Boy usually has a high

    number ofAction Points and a good

    Perception Stat—so ifyou do get stuck in acombat, try to stand offand use Sniper

    Combat Boy tactics.

    Stealth Boy excels at taking out oppo-

    nents one at a time (commando style) and

    then retiring—either leaving the mapentirely or hiding, only to come back and kill

    again once the hubbub has died down.

    Enemies in Fallout2 don’t respawn (come

    back to life after they’ve been killed), so you

    can take out opponents bit by bit rather than

    taking on the entire horde all at once. However, any damage you’ve inflicted on a still-living

    enemy will be healed once you leave the map.When necessary, your high number ofAction

    Points makes you particularly adept at withdrawing from fighting—take a shot at your ene-mies and then retreat with the rest ofyour Action Points.

  • 1

    If you're getting hostile reactions

    when you talk to the people in an

    area, check your Town

    Reputation. You may've done

    something to upset the locals.

    Don’t enter combat lightly—it is never without consequences. For example, the news ofyour battles may spread, and the psychic impact ofmany deaths maybecome apparent toothers in your thousand-yard stare.

    OfteC

    The peoples ofthe

    Wastes have learned to

    trust local rumor as well

    as their instincts when

    determining how to

    react to strangers.

    The cumulative impact

    ofthese local rumors

    is called Town

    Reputation. In addi-

    tion, your overall ten-

    dency to commit good

    or evil acts, whether

    you’re seen committing

    them or not, can be

    sensed by some people.This tmrtnrftw/ response to you is based on your Karma. Your char-

    acter’s current Karma andTown Reputation (for each town you’ve visited) are shown in yourPip-Boy, so you can check them at any time.

    ^efocttaUo*t

    A status name is associated with yourTown Reputation in each area. These names run fromthe most liked and admired to the most despised.

    Idolized—Everyone here wants to be like you.

    ^ Liked—People here like you.

    How

    to

    Make

    Friends

    and

    Influence

    People

  • Chapter

    1:

    Survival

    Strategies

    r-5.

    ^ Accepted—^You’rei

    I

    —^You’re not a bad sort.

    Neutral—^You’re OK, for now.

    Disliked—Why did you have to showup here?

    ^ Hated—Bad PC, go away.^ Vilified—^You’re lower than a snake’s

    belly, and mothers scare their children by

    saying that you’ll come and get them.

    What it takes to

    achieve fame or notori-

    ety in each area will dif-

    fer from place to place.

    For example, ifyou

    have the reputation ofa

    carefree killer in a

    Raider camp, they’ll

    think highly ofyou,

    possibly even Idolizing

    you. However, ifthe

    area is a quiet farming

    community, they’ll give

    high marks to a kind

    and considerate PC.

    If, by chance, the two areas in the example above were linked, by trade or other commu-

    nication, your Town Reputation in the Raider camp would carry over as a rtegaHveTovm

    Reputation in the quiet farming community (where you might be universally Hated).

    Town Reputation pro\ddes no gamewide reference to good or evil—it'sjust a measure ofwhat the locals think ofyou.

    Everyone loves a big spender.

    Buying a round or two (or more)

    of drinks for the locals does

    wonders for your Town

    Reputation.

  • “T^^afumn,

    UnlikeTown Reputation, Karma in Fallout! is a mea-surement ofthe psychic weight ofall ofyour actions,

    rather than what people see and hear about you.

    Killing people is the act most likely to change your

    Karma. Ifyou kill a good person, points are subtracted

    from your Karma total; ifyou kill a bad person, you will

    gain some Karma (they were bad, but you still killed

    them). Other actions affect your Karma as well.

    Helping an old lady rescue her kitten is worth a couple

    ofpositive Karma points, while evicting her from her

    shack will certainly subtract from your Karma total.

    Some people can sense your Karma—they will react to you ' ' 1 /based on the that they get from you. Ifyou have a nega- ^tivc Karma total, evil Raiders that can sense your Karma might

    respect or even fear you, while the same negative Karma total would make peaceful farmers

    who could sense your Karma scorn you. Ifyou do enough good acts, or enough bad acts, tochange your Karma total beyond certain levels, you will a gain a special status and benefits.

    The effects ofacquiring certain levels ofKarma are shown inTablc 1.2. As soon as youpass a Karma total, you will gain the benefits ofthat Karma status. Bear in mind that you

    could gain a Karma status in one day, only to lose it the next, since your Karma is always

    changing—up or down—due to your actions.

    Table 1JZ: Karma Levels and Effects

    1 KARMA TOTAL STATUS BONUS 1+1000 Savior of theWasteland +20 points to Reaction, +8 to

    Armor Class, +3 points of damageper hit

    +750 Guardian of theWastes +15 points to Reaction, +4 toArmor Class, +2 points of damageper hit

    +500 Shield of Hope +10 points to Reaction, +2 toArmor Class

    +250 Defender +5 points to Reaction

    How

    to

    Make

    Friends

    and

    Induence

    People

  • 1 KARMA TOTAL STATUS BONUS 1

    0 Wanderer None

    -250 Betrayer -5 pointsto Reaction, +4HP

    -500 Sword of Despair -10 points to Reaction, +8 HP

    -750 Scourge of theWastes -15 pointsto Reaction, +14 HP, +1

    point of damage per hit

    -1000 Demon Spawn -20 points to Reaction, +22 HR +2points of damage per hit

    Whateveryou do in the course ofyour travels, it will have an effect on you, as well as on

    the world around you. Think before you act—oryou may live to regret your haste, ifyou’relucl^'.

  • Know that our tribe is not aione in the Wastes. Many

    strange and dangerous creatures liveJustbeyond the

    Great Bridge. Some, although ofunusual visage, are

    friendly to our kind, but most are best treated with

    caution. If you travel the Wastes, remember the exile

    of our revered ancestor, who was cast out by bis own

    kind from the Vault of the Holy 13. Indeed, many of the

    fearsome creatures almost defy description, but the

    most monstrous by far, and the most dangerous, is

    man.

    — tic ^9«t9^tic Stclou,' tS7ti SeacMt

  • he Elder speaks the truth. Many unusual

    beasts crawl the desert, and humankind isthe

    most dangerous. To help you face these perils, I'll

    equip you with the most powerful weapon of all

    knowledge.

    The different types of creatures that make their homes in

    the Wastes are listed in alphabetical order. Then, the different types of

    humans that lead their lives in the great dust will be paraded before you.

    Listen closely, and learn of those you mustface.

    Only by learning about the creatures that live in the Wastes will you be

    able to make your way amongst them. Both two- and four-legged creatures

    may aid or hinder your progress. Often, knowing more about those that you

    will encounter will enable you to turn those with harmful intentions into

    allies. Failing that, at least you'll know better howto deal with the worst each

    critter can dishout

  • Chapter

    2:

    Dwellers

    of

    the

    Wastes

    •.:h'

    kuill

    Life has taken many diverse paths to survive in the radioactive deserts. Some creatures will

    be familiar to you, others may have haunted your n^htmares. Information is the key to

    meering these creatures on their own terms and defeating them.

    Peculiarities ofeach creature’s habits or tactics are detailed for you. Then, a short list of

    information about each creature you’ll encounter in the Wastes is presented. The number of

    Hit Points (HPs) that each creature can take before dying is shown in the first column ofthe

    list.The second column shows the range ofdam^e that the creature’s attacks cause. Ifa

    creature has more than one attack, the damage caused by each attack is shown separately.

    The final column shows how much EPs you earn for slaying one of the critters.The EPs are

    shown as a range rather than a precise amount since you’ll get more EPs for killing a tougher

    creature.

    Every creature that walks, crawls, or slithers through the Wastes is hungry, and you look

    a lot like dinner.

    /46w*UtuttiOHA

    ^any years ago, the Master, an insane doctor who attempted to become master of all

    humanity, tried to create guardians through gene splicing.The original Vault Dweller, your

    ancestor, stopped him before he could complete his plans. Unfortunately, some ofhis extra-

    ordinarily tough creations have oudived him and continue to roam the Wastes. Centaurs

    and Floaters are often found together, as though they feel some sort ofkin-

    ship for one another.

    Centaurs

    The Centaur, so named for its many malformed legs, is tough and strong,

    but quite stupid. Keep your distance from this creature while you shoot it to

    death.

    Floaters

    Floaters hover by, manufacturing and storing noxious gases in their flotation

    bladders. They’re stupid, but move fast and are very difficult to kill. Floaters

    ,1

    f

  • will try to surround you, so keep your distance.The gases that allow them to float turn them

    into a wonderfiilflambi when you crisp them with fire or energy weapons.

    1 CREATURE HIT POINTS DAMAGE EPS 1

    Centaurs 150-175 1-15 650-900

    Floaters 175-200 1-15 750-1000

    You have little to fear from these peaceful two-headed cows. Placid brahmin

    are the major meat source in most settlements, and they will avoid combat

    whenever possible.

    1 CREATURE HIT POINTS DAMAGE EPs 1

    Brahmin 30-65 1-9 40-120

    Deathclaws were originally created to replace humans during close-combat search-and-

    destroy missions. They were derived from mixed animal stock and then refined by the

    Master, using genetic manipulation.The resulting creature is almost unbelievably fast and

    powerful. Deathclaws are well named—they are the toughest animals that you wUencounter in the Wastes.

    tUnless you have Combat Armor, extremely heavy weaponry, and a lot ofStimpacks,

    running for the exit hexes at the first sign ofa Dcathclaw is your best chance ofsurrival. If

    you’re well equipped and want to stick it out, though, get in at least one shot at long range,

    because Deathclaws move so fast that you’re unlikely to get another long-range attack as

    they charge you. They'll always close rapidly so they can use their powerful claws to tear and

    rend you. For maximum damage, use a Called Shot to the eyes when you shoot them.

    However, even with Called Shots, you’ll need several good hits to put a Deathclaw down

    use extreme caution (and save often) when fighting them.

    Here

    Abide

    Monsters

  • CREATURE HIT POINTS DAMAGE

    CREATURE HIT POINTS DAMAGE

    Adutt Deathclaws

    What does an Adult Deathclaw eat? Whatever it wants to. The Adult

    Deathclaw is always at the top ofthe food chain wherever it happens to be.

    Often, several Deathclaws live together and protect an Alpha-female with a

    brood ofeggs. When you run into one Deathclaw, look around—therealmost certainly will be more.

    Baby Deathclaws

    The Baby Deathclaw is a smaller version of its parents. It’s not cute and cud-

    dly, though; in fact, it’s still extremely dangerous. Deathclaws cut their young

    loose early, so the presence ofa Baby Deathclaw doesn’t necessarily mean

    that mom or dad are nearby. However, that won’t make yourjob much easier.

    Intelligent Deathclaws

    Intelligent Deathclaws come in both adult and baby sizes.They don’t look difterent from

    other Deathclaws, but they do act differently—at least when they’re not angry. IfaDeathclaw doesn’t charge you on sight, it may be intelligent—it’s possible to talk to^Intelligent Deathclaws. However, Intelligent Deathclaws have the same ferocious abandon

    in combat as their dimmer brethren, so a policy ofditente is definitely not recommended.

    Adult Deathclaws 750-1750170-310

    Baby Deathclaws

    Some dogs have remained domesticated pets, but many more have turned

    feral and hunt the dusty Wastes in packs. The dogs that survived the

    radioactive fires are a larger, and tougher, breed—now almost wolf-sized.You won’t encounter any rabid toy poodles in your travels.

  • Geckos are mutated lizards prized for their sleek and durable hides. Most Geckos are peace-

    ful, unthreatening creatures. However, ifone Gecko is attacked, the rest ofthe Geckos in the

    area will converge on the attacker. Ifyou let them surround you, they can be dangerous, so

    make certain thatyou leave an escape route open, or use cover (for example, stand in a door-

    way) so that they can come atyou only one at a time.

    Silver Geckos

    The Silver Geckos are the least offensive ofthe Geckos—they’renot very aggressive, and ifyou knowhowtoskin them, each hide is

    worth $25.

    Golden Geckos

    The same toxic conditions that turn a Golden Gecko’s hide into

    that rich, golden color cause their attacks to irradiate you. Due to

    their relative rarity and the danger ofacquiring them, Golden

    Gecko hides are worth $125 apiece.

    Fire Geckos

    Fire Geckos are especially tough and can actually breath fire. No one knows what toxic sub-

    stances are combined in their gut to make their breath fiery.Their hides are far too mangy

    and burnt to be worth

    anything.

    The technique for skinning

    Geckos can be learned only from

    a character named Smiley, in

    Klamath, as a reward for saving

    him from the Toxic Caves.

    Here

    Abide

    Monsters

  • 1 CREATURE HIT POINTS DAMAGE EPS 1

    Silver Geckos 25-35 1-3 55-60

    Golden Geckos 45-65 1-6 135-210

    FireGedcos 70-80 Melee: 1-17; 250-260

    Flame-breath: 35-^0

    Insects arc some ofthe most durable creatures on the earth—they nibbled on dinosaurs wayback when, and they’re still here after the atomic fireballs scorched the earth. Unfortunately,

    they’ve gotten larger and more ^gressive.

    GiantAnts

    Ants arc usually harmless, but these Giant Ants sure aren’t. They’re

    fiercely protective ofthe areas that they inhabit. They’re also a lot

    like potato chips, you can neverjust have one. Make sure that you

    aren’t surrounded by these dangerous pests.

    Mantises

    Mantises are quick and travel in groups large enough to quickly

    surround you, preventingyour escape while you’re munched into

    Mantis mouthfuls. Killing them at a distance is best, but ifyou’re

    close, fight only one at a time and keep mowng back, so they can’t

    surround you.

    Sma/I Radscorpions

    Small Radscorpions are the size oflarge dogs—if large dogs hadpoisonous stingers. Because ofthe Small Radscorpion’s stinger, you

    should fight defensively. Use any extra Action Points to retreat one

    hex after your attack. 'This forces the Radscorpion to use an Action

    Point to get close enough to attack you during their turn—leavingthem with only enough Action Points to make one attack.

    Ifyou do get poisoned, it will wear offin a few days at most—just make sure you haveaccess to plenty ofhealing or apoison antidote.

  • Large Radscorpions

    Lai^ Radscorpions are bi^r, meaner, tougher, and hungrier than

    Small Radscorpions, but other than that, they’re pretty much the

    same. Fight these Radscorpions using the same defensive tech-

    niques that you’ve learned for fighting the subcompact version.

    These bigger bugs pve you a bonus for killing them—you can cutofftheir tail and sell it (for 110).The poison sacs in their tail are

    used for creating a poison antidote.

    1 CREATURE HIT POINTS DAMAGE EPS 1

    GiantAnt 6-12 1-4 25-50

    Mantises 14-30 1-6 70

    Small Radscorpions 10-12 1-6 + poison 55-60

    Large Radscorpions 26 1-8 + poison 110

    Just as insects have survived the radioactive clouds, so too has humanity’s old fiiend—the rat.

    Normal Rats

    These range fiom your typical starving, disease-ridden wharfrats

    to a somewhat larger—and hungrier—mutant. Chihuahua-sizedrat. All rats run in packs, but they’re not usually very dangerous. At

    lovrer levels, rat extermination is a ready source ofExperience

    Points,

    Pig Rats

    These are larger, hairless, burrowing rats. It’s unknown whether

    they’re a rat-pig h)i3rid or an entirely new creature. Pig Rats com-

    bine the feralcunningofa ratwith the voracious appetite ofa p^.

    They’re tougher to kill than normal rats, but their bite is no

    stronger.

    Here

    Abide

    Monsters

  • Chapter

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    Dwellers

    of

    the

    Wastes

    Mole Rats

    CREATURE HIT POINTS DAMAGE

    Mole Rats have sharp claws and even sharper tusks that they use to

    tear great chunks offlesh from their prey. Mole Rats arc either

    huge rats or the result ofgene-splicing Kodiak bean with malad-

    justed lab rats. Fortunately, they seldom run in packs laiger than a

    halfdozenorso.

    Intelligent Mole Rats

    “What’s worse than a Mole Rat?” you might ask. How about ahuge, albino Mole Rat with a hideously enlarged brain case? Only

    a few ofthese lurk in the darkest recesses ofthe Wastes, but those

    few are horrendous enough. Some are smart enough to speak.

    (Well, they may be smart, but they still don’t have opposable

    thumbs.) Show them what good tool users we primates are and

    slag them from a distance with heavy weaponry.

    Normal Rats

    50-90

    120-250

    Intelligent Mole Rats 80

    At the time ofthe war, robots

    were just making their appear-

    ance in the average suburban

    household, but the military still

    had the largest number ofactive

    robots. The robots that are still

    running are found in isolated

    former military bases or ones

  • that have been restored by settlements with the sophisticated technology needed to keep

    them running.

    Robots arc tough, but they are vulnerable to the Electro-Magnetic Pulse (EMP)

    Grenades. When you fight robots, sprinkle EMP Grenades liberally.

    Fioating Eyebots

    The Floating Eyebot is a quick-observation robot commonly

    found in prewar military installations. The Floating Eyebot uses a

    powerful electric prod (meldc attack) to keep intruders in line.

    Mr. Handys

    Mr. Handy, named for his large number ofhands, was sold before

    the war as a general-chore and utility robot.These days, you can

    still find a few ofthese tough units being used for other duties. Mr.

    Handy’s tough hands make good mdlde weapons, and he can be

    hard to stop ifhe’s hostile.

    Robobrains

    The Robobrain is ajack-of-all-trades robot. They have hands and

    are usually armed with assault rifles. The chimpanzee, or other pri-

    mate, brain that was implanted into them makes them excellent

    guard robots. It’s rumored that some were set up to accept human

    brains, but this has neverbeen proven.

    Sentry Bots

    Armed with both a rocket launcher and a minigun, the Sentry Bot

    packs quite a punch. Use cover when you try to bust this tank and

    ask your party members to wait foryou elsewhere ifyou value their

    company.A couple ofEMP Grenades will help soften up thisbruiser.

    Here

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    Monsters

  • Chapter

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    1CREATURE HIT POINTS DAMAGE EPS 1Floating Eyebots 60 Electric prod: 7-37 275

    Mr. Handys 60-80 1-7 240-280

    Robobrains 80 By weapon 300

    Sentry Bots 100-120 Rocket launcher: 10-30;

    Minigun: 9-25

    500-600

    Spofie

    The semi-intelligent, predatory Spore Plant has two types of

    attack:They can shoot thorns and, ifyou get close enough, they

    will lash out with a melee attack. Spore Plants grow only a few spe-

    cialized shooting spikes at a time, so a Spore Plant barrage is

    always brief. Also, the plants are rooted in place, so they’re easy to

    slay fiom a distance or even avoid entirely.

    1 CREATURE HIT POINTS DAMAGE EPS 1' Spore Plants 40 1-4 85

    Turrets are robots that can’t move from their starting location. ATurret’s optical sensors are

    no more keen than human eyesight, so you can always try to sneak past one. Avoiding a

    Turret is the best way ofdealing with it, but ifyou must fight, use large weapons, EMPGrenades, or explosives (dynamite atplastique) to quickly destroy it.

    FloorTurrets

    These Turrets slide up fiom concealed floor plates to a ready firing

    position and have a 360® field of fire.

    .->V '.

    "g

  • 1 CREATURE HIT POINTS DAMAGE EPS 1FloorTurrets 250 By weapon 300

    Wanamingos are tough, very fast, and resistant to laser weaponry.

    Where they came from or what they’re doing here is unknown.

    They aren’t intelligent in the usual sense, but they do seem to have

    a hive-mind mentality. They’re usually seen underground and in

    groups.

    1 CREATURE HIT POINTS DAMAGE EPS 1Wanamingos 120-160 1-17 500-600

    You will encounter many ofthese creatures in yourjourney, but you will encounter no

    creature as frequently as the most dangerous creature ofall—man, ofcourse.

    You aren’t the only one winding your way through the Wastes. Many others travel to make

    their homes in the settlements built from the remains ofthe beforetimes. Most are wary of

    newcomers, just as you are wary ofthe seasonal traders that come to your village. Trust, like

    life, comes hard in the desert.

    The people you meet look different from those ofyourTribe, yet many Wastelanders

    share similarities that can give you an idea of their profession or how dangerous they might

    be in a fight. As different as they all are, humans are, in some ways, the easiest to predict.

    However, some of the peoples ofthe desert are not even human at all. But human or not,

    you’ll be able to find a chosen few that will become close companions.

    I will tell you what 1 know ofthe people you may find.Those who wish to die ofold age,

    surrounded by their loved ones, quickly learn not to take people, or situations, for granted.

    Keep your wits aboutyou when dealing with strangers.

    y^astrels

    of

    the

    Wastelands

  • (00)

    In a sense, all are travelers—none ofthe peoples know where theywill end up or how they will get there. In this sea ofuncertainty,

    you must quickly appraise the people you deal with—whether eachone is a combatant or a less threatening civilian. Appearance will

    tell you much.

    You can’t always tell ifsomeone is a loyal guard or a gun for

    hire by their gear, but wearing heavy armor and holding weapons at

    the ready are certain marks ofwarlike ability, if not proficiency.

    Some travelers may be difficult to sort out: townsfolk, travel-

    ers, or local gang bosses? It’s not always easy to determine who’s

    who. Ifsomeone isn’t dressed for combat, that doesn’t mean they

    can’t, or won’t, fight—but it does usually mean that they’ll at leastlisten to what you have to say fint.

    Some people are a bit harder to judge because they're not really

    people in any normal sense. I’ll tell you what I mean.

    Some characters were once human, but have been changed into something else in the years

    since the bombs scorched the land. Both Ghouls and Super-Mutants were changed by

    man—one accidentally, one intentionally.

    Ghouls

    Ghouls were once humans, but they were caught outside ofa pro-

    tective Vault when the bombs dropped. The same radiation that

    turned their flesh into parched leather has given them an incredibly

    long life span. Those closest to the blast zones are still so radioac-

    tive that they continue to glow. These Glowing Ones, as they’re

    called, have had some oftheir intellect burned away as well.

    Shunned by the people of the Wastes, most Ghouls have little to

    live for.

  • <

    Super-Mutants

    The Master created Super-Mutants after the bombs fell by using a

    specially designed vims (the F.E.V. vims) to turn purc-strain

    humans into powerful warriors.The Super-Mutants thus created

    were to become the Master’s own personal army ofshock troops.

    However, the virus didn’t work as anticipated. The humans turned

    into powerful bmtes, but as their muscles grew, their minds shriv-

    eled.The more intelligent Mutants were given uniforms as a mark

    ofrank and authority, bur they were few in number. Now, 80 years

    after the Master’s defeat, fewer still Super-Mutants remain alive.

    Most humans fear Super-Mutants—few places offer them peace.The day ofthe Master’s Mutant army is now passed, but some

    people say that the experiments continue. The worst horrors are

    always created in the name ofscience and progress.

    However, whatever the source, help and companionship

    should not be scorned. Companions can make the burdens you

    must face much more bearable and obstacles much easier to

    overcome.

    Some people may seek to join you on yourjourneys. The pft offriendship is the most valu-

    able gift of all. You may find companions, or party members, that have the same strengths as

    your cwn, but a wise traveler will ask those who have different skills to join him. Ifyou’re a

    Charisma Boy, you will profit by asking those who can fight to join you; Combat Boy should

    seek the help ofthose with Science or Repair Skills; and Stealth Boy should find compan-

    ions to assist him in any area with which he isn’t proficient.

    Unless your merry band is already as large as it can get, you should always ask a willing

    companion to join you. Ifyou later find another companion who is better suited to your

    needs, you can always send one ofyour less useful companions away.

    True companions—party members—will stick with you wherever you go.A briefdescription ofall the party members you can find in the Wastes is listed below. You’ll find

    party-member NPCs that can join you in different areas throughout the game. So, the start-

    ing location ofeach of the potenrial party members is part oftheir description. Ifyou have to

    meet special requirements before an NPC can join your party, they’ll be listed in the sectionofthis book that covers the NPC’s starting area.

    V^astrels

    of

    the

    Wastelands

  • Chapter

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    DweUers

    of

    the

    Wastes

    Every party member

    is able to fight, with vary-

    ing degrees ofskill. Most

    NPCs are also proficientvnth one special skill that

    they’ll use for you or for

    the other party members.

    Some ofthese skills, such

    as Barter or Outdoorsman,

    are assumed to be operat-

    ing at all times, while

    others, such as Science or

    First Aid, are used only at

    your direction.

    Some party members arc fickle and mtU join you only while you’re in a specific locatioi

    or to accomplish a specific task.These fair-vreathcr friends will be discussed in the descrip

    tion ofthe area in which they’re found (see Part 2).

    You can have only as many

    Non-Player Character (NPC)

    companions as one half of

    your Charisma Stat Ask as

    many companions as you

    can to join you. If you hnd a

    better companion later in the

    game, you can give your less

    desirable companions the

    bum's rush.

    Cassidy

    "Cassidy is totally bored in sterile Vault City. Ifyou can promise

    him some excitement—and you can—he’ll add his considerablecombat talents to your group.

    Cyberdog

    Cyberdog can be activated in the New California Republic and is agood ally in a scrap. Cyberdog has no special talents, but is loyal to

    a fault, as long as you remember to oil him every now and then.

    Davin/Miria

    Davin or Miria will become your f^thiul spouse until death do you

    part (or you sell them into slavery) ifyou marry one ofthem in

    Modoc. Neither ofthem has any useful skills whatsoever—they’lljust take up one ofyour party-member slots and nagyou constantly.

  • Goris

    Goris isn’t a human at all—he’s much, much more. When you findhim in Vault 13, he mayjust decide to tag along with you. He’s

    something ofa combat monster.

    Laddy

    Laddy is a dog that will loyally follow you

    once he becomes your iiiend in Modoc.

    He has no special skills beyond his loyalty,

    but has a real nice coat.

    %Lenny theGhoul

    Lenny can join you in

    Gecko. He is a doctor and

    a big&n ofthe originalVault Dweller.

    When you talk to some of the

    more interesting and impor-

    tant people in the game, you'll

    see a close-up of the charac-

    ter's head as you hear the

    person talk to you. Myron,

    Marcus, and Sulik are talking

    headsXhat can join you on

    your adventures.

    Marcus the Mutant

    Marcus is the head ofthe Broken Hills community and is ready to

    try something new, once his problems are taken care of.

    Myron

    Myron is a crack scientist working in NewReno. Ifyou can stand his wcasely, know-

    it-all attitude, he’U help you with his

    Science Skill.

    Wastrels

    of

    the

    Wastelands

  • Chapter

    2:

    Dwellers

    of

    the

    Wastes

    Robo-Brain

    Robo-Brain is yours for the making—just plug the brain ofyourchoice into a robot body and throw the switch. Different brains do

    different things, but don’t pick the Abbie Normal brain.

    Sulik

    Sulik is a primitive tribesman—like you. He doesn’t have muchhigh-tech weaponry, but his mel6e skills arc unmatched. He’s an

    outstanding Outdoorsman, and will guide you and your group

    through the Wastes in relative safety.

    Vie the Trader

    Vic canjoinyouin the Den—for a price. His special skill is Repair.He does such a good job offixing things that he usually ends upwith extra parts.

    Friends will help you to survive the trials thatyou must&ce on

    yourjourney. But you’ll need more than just friends to get by.

    You’re going to need gear, and lots of it. Next up. I’ll tell you what’s

    worth packing and what you should pawn offon the first rube you

    run into.

  • People beyond the Great Bridge, which separates our

    village from the world, seem to find immense satisfyc-

    tion in coliecting scraps and leavings from the time

    before the great fires. Somehow, this link to the past

    gives them comfort. OurTribe is different in that we

    gain our happiness from forging new beginnings and

    we gain our security in relying upon our abilities,

    rather than artifacts from a time gone by. However, for

    all that, to travel the Wastes one must adopt, to some

    degree, the ways and objects of those who make their

    homes there. The things of the beforetimes may poi-

    son your soul if you rely upon them --butbecause they

    will help you survive, they are needed.

    — cAc SaaA tie. ' tOSud Setuau

    I f.-

  • eapons and armor are among

    the most useful items that you can

    find. With my help, you'll be able to

    determine what's worth using, or at least

    packing along with you, and what's best left for

    the rats and Radscorpions closing in on the corpse of your last foe.

    If you don't know what to pick up and what to leave you’re not going to

    last for very long. Your survival often hinges upon having the proper protec-

    tion and weaponry as much as your skill. Out on the sands of the Wastes

    being out of armor, and out of ammo, equals being plumb out of luck.

    me-‘V

    r/^ , 1^1

  • Even ifyou’re a silent Stealth Boy, a diplomatic Charisma Boy, or something in between,

    eventually you’ll meet someone who’ll listen only to your weaponry. You better know which

    end to point at them and what’s likely to happen when you do so. There is no single best

    weapon in Fallout!, but some weapons are better suited to specific uses than others.

    People have alwaysexcclledat findingways to kill one another. The dangers of the

    Wastes pro\ide ample inspiration for creating, and unearthing, all manner ofweaponry. In

    Fallout!, weapon descriptions are divided according to the type ofskill you’ll need to meld

    each weapon.

    ^ Small guns—Slug-throwing pistols, sub-machine guns, rifles, and shotguns

    ^ Big guns—Flamers, miniguns, rocket launchers, and other larger supportweapons

    Energy weapons—Both pistol- and rifle-sized laser and plasma weapons

    ^ Unarmed—This skill is used for weapons like brass knuckles as well as barefists and feet

    ^ Melee weapons—Hacking, slashing, and thrusting weaponryThrowing weapons—^Throwing spears, knives, and grenades

    Spears and rocks can be either thrown or used in melee. However, these weapons are

    listed just once, in the Mel6e Weapons section.

    In the foUowing sections, the best tactical use for each type ofweapon is followed by

    game information about each ofthose weapons. Each listing starts with the weapon’s name,

    followed by the amount ofdamage that it inflicts. Quite a few guns have more than one way

    you can fire them, calledfirt modes. Different fire modes have different ranges associated

    with them, and different Action Point (AP) costs as well. Generally, the more shots you

    squeeze offwith each pull ofthe trigger, the shorter the accurate range, and the more Aft it

    will cost you. Here’s a quick overview ofthe two basic fire modes:

    ^ Single shot mode—Most guns fire just one shot at a time.

    ^ Burst mode—For each firing action, several shots (three or more) are fired atyour target. If other targets are adjacent to your target (or in the line of fire),

  • there’s a good chance that they’ll get sprayed with a few stray shots, which isn't

    so great if some of them are your companions. You’ll also bum through ammoat an alarming rate. These are good reasons to use discretion when shooting in

    burst mode.

    Single-shot weapons have only one row of information, which covers the damage per

    shot, the distance that the weapon can fire with good accuracy, and the AP cost to fire thegun. Weapons with more than one firing mode have one row ofinformation for each way

    that you can fire them. Ifa weapon is capable offiring in burst or full auto mode, the rate of

    fire (ROF) for that weapon is listed in the damage column. Remember that each bullet can

    cause the same damage that’s listed for the weapon’s single-shot damage. Some machine

    guns don’t allow single shots at all, so their first row tells you how much damage each bulletinflicts, and the rows showing the available fire modes tell you how many ofthose bullets arefired at your target.

    Ifthe weapon is a mel6e weapon, different attack modes (for example, a swing instead of

    a thrust) will be shown rather than a different number ofarracks in the damage column.

    After the damage, range, andAP cost columns, the minimum Strength Stat needed towield the weapon competently is showm. The next column describes the ammo types with

    Ammo Abbreviations

    There are several different types of aminunition, each with its own abbreviation.

    AP (Armor Piercing)—This round has the best penetration at the cost ofsome damage.

    Ball—Your standard, no-nonsense lead slug.JHP (Jacketed Hollow Point)—This round has reasonable penetration andthen mushrooms inside its target to cause more damage. Its jacket allows it

    to chamber smoothly.

    FMJ (Full Metal Jacket)—This round is most often seen in militaryweapons, has good penetration, and feeds easily into the weapon's

    chamber.

    rifibo

  • which you can load the weapon. Some weapons can use more than one type ofammo, but all

    fire modesfor each weapon are still available no matter what kind ofacceptable ammo you

    slap into the magazine.

    Guns that can use more than

    one type ofammo have the ammotypes listed (see the sidebar on the

    preceding page for a description of

    the abbreviations used with some

    ofthe ammunition).

    The last column shows the

    cost ofthe weapon.This is an ideal

    cost—ifyou sell the weapon, youprobably won’t get as much, and if

    you buy it, it will cost you more.

    The weapons (and armor too) are

    organized by cost, from cheapest to

    most expensive, within each cate-

    gory ofweapon. Cost is a good way to judge the relative, overall usefulness ofa weapon—so,essentially, the weapons arc listed fiom least dangerous to most lethal.

    You can use a weapon even if

    you don't meet its minimum

    Strength Stat You'll suffer a

    20% to-hit penalty with that

    weapon for each point of

    Strength that you lack, as you

    struggle to bring your weapon

    around for another attack, or

    fight to keep the recoil from

    knocking you to the ground.

    SmaiiSmall guns arc the first firearms that you’ll acquire.A Stealth or Charisma Boy may decideto never become proficient in any other sort ofweapon. Some ofthese guns are very com-

    mon, so the odds are good that you’ll find ammo when you need it.

    Pistols

    Pistols arc useful for beginners, but grab somethingwithalongcrrange and more damage

    potential as soon as you can. Pistols serve best as your first firearm early in the game, or as an

    emergency backup for your primary weapon.

    Note

  • WEAPON DAMAGE RANGE APCOST

    MINIMUMSTRENGTH

    AMMO COST

    10mmAutomatic

    Single 5-12 25 5 3 10mm AP orlOmmJHP

    $250

    .44 MagnumRevolver

    Single 12-18 20 4 5 .44 MagnumJHP

    $600

    Desert Eagle Single 10-16 25 5 4 .44 FMJ or.44 JHP

    $800

    14mmAutomatic

    Single 12-22 24 5 4 14mm $1100

    9mm Mauser Single 5-10 22 4 3 9mm Ball $1500

    Needier Single 12-24 24 5 3 HN NeedierPack

    $2300

    .223

    Autoloader

    Single 20-30 30 5 5 ,223 FMJ $3500

    PPK12 Gauss Single 22-32 50 4 4 2mm EC $4500

    Weapons

  • Chapters:

    Needful

    Things

    When you need more close-in firepower than a pistol, but can’t afford the risk ofhitting

    a friend with burst fire, the right weapon for the job is a shotgun.

    One ofthe biggest drawbacks ofa pistol is the low ROF. The answer to that problem is

    the sub-m*achine gun (SMG).

    Sub-Machine Guns

    Sub-machine guns can shoot single shots as well as bursts, so they have excellent tactical

    flexibility and damage potential.The only downside is that overusing burst mode vrill empty

    your magazine in a hurry.

    10mmSMG Tommy Gun HSKPOOc M3A1 Grease Gun

    RANGE APCOST

    10mm SMG Single 5-12 25Burst: 10 shots 20

    Tommy Gun Single 3-20 32Burst: lOshots 16

    H&KP90C Single 10-20 35Burst: 3 shots 30

    MINIMUMSTRENGTH

    lOmmAPor $100010mm JHP

    .45 caliber $1200

    .45 caliber $2500

  • Shotguns

    Going hunting for humans?A nice sho^n blast at close range is just what the doctorordered. Ifyou can find a Combat Shotgun with an increased ammo capacity, you 11 be onevery happy hunter.

    1 WEAPON DAMAGE RANGE AP MINIMUM AMMO COST 11 COST STRENGTH

    Sawed-Off Single 12-24 7 5 4 12ga. shell $600Shotgun

    Standard Single 12-22 12 5 4 12ga. shell $800Shotgun Double barrel 14 6

    Combat Single 15-25 22 5 5 12ga. shell $2750Shotgun Burst; 3 shots 18 6

    H & K CAWS Single 15-25 30 5 6 12ga. shell $4750Burst; 3 shots 20 6

    IContinued on next page}

  • Chapters:

    Needful

    Things

    (Continued from previous page!

    WEAPON DAMAGE RANGE APCOST

    MINIMUMSTRENGTH

    AMMO COST

    Pancor Single 15-25 35 5 5 12ga. shell $5500

    Jackhammer Burst: 3 shots 25 6

    Pistols, SMGs, and shotguns are good weapons when you’re close to your foes, but if

    you want to knock ’em down from afar, there’s riothing better than a rifle.

    Rifles

    Rifles are wonderful for two reasons. First, they allow you to reach your target from a long

    distance (and you know that distance is your friend, right?). Second, rifles generally use a

    large, lethal cartridge. Big damage from far away—itjust doesn’t get much better than this,

    Limited Edition (end

    Reguiarl Red RyderBBGua Pipe Ritte Hunting RiRe Sniper RiRe

    I

    WEAPON DAMAGE RANGE APCOST

    MINIMUMSTRENGTH

    AMMO COST1

    Red Ryder

    BB GunSingle 1-3 22 5 3 BBS $200

    Limited

    Edition Red